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Glam Glitter Shaders 2 - The shader never seen before!

Discussion in 'Assets and Asset Store' started by Spaventacorvi, Aug 24, 2014.

  1. wetcircuit

    wetcircuit

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    Dress.png

    I love this shader!!!
     
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  2. fmarkus

    fmarkus

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    Hello, please let me know when the update is available, I would like to buy it now.
     
  3. fmarkus

    fmarkus

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    Hello, any news on the shader and a way to get access to it?
    Cheers,

    fm.
     
  4. hopeful

    hopeful

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    It's just waiting on Unity store's approval process, as noted above. So it could be available any time.
     
  5. fmarkus

    fmarkus

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    Still nothing. This is really strange, it usually doesn't take that long.
     
  6. Spaventacorvi

    Spaventacorvi

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    I don't know what to say.
    They assured me that everything is fine and that the asset is in the queue for review.
     
  7. hopeful

    hopeful

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    Things might be running slower now that GDC is underway. That's not uncommon.

    As a guess, I bet it pops up Monday or Tuesday.
     
  8. fmarkus

    fmarkus

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    It's a good point. Everything stops while it's party time in SF :)
     
  9. fmarkus

    fmarkus

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    Looks like it's a loonnnnnng party :)
     
  10. hopeful

    hopeful

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    Yeah, seems like something is wrong. Possibly either they kicked it back to the developer after a lengthy wait, or maybe they lost track of it altogether.
     
  11. fmarkus

    fmarkus

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    Maybe we will get some news :)
     
  12. wetcircuit

    wetcircuit

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    Unity has had plenty of time to get over the GDC hangover. Someone mail them a glitterbomb.

    My characters have questionable fashion choices to make! giuseppe-zanotit-pink-glitter-sandal1.jpg
     
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  13. fmarkus

    fmarkus

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    Same for me! Hey! Is it possible to get the shaders away from Unity? Cheers!
     
  14. Spaventacorvi

    Spaventacorvi

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    I just sent them another email.
     
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  15. Unib0t

    Unib0t

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    I’ve been waiting to buy this as well, hope this gets resolved soon.
     
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  16. fmarkus

    fmarkus

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    Thanks! Let's hope they get it approved quick. Else, again, I'm ready to get it from you directly.
     
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  17. fmarkus

    fmarkus

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    Hello!
    Actually I have a question. Will the shader support transparency? Thanks!

    f.
     
  18. Spaventacorvi

    Spaventacorvi

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    Not at the moment but there will be in the next version that I will publish in September, I hope.
     
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  19. Pigsqueal

    Pigsqueal

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    how long until they are at the asset store again?
     
  20. fmarkus

    fmarkus

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    Thanks for your answer. September is a long time from now. I think I will start to look for our own solution.
     
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  21. ferretnt

    ferretnt

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    You can buy the shaders today and make your own transparent variant. The code is initially frustrating to work with because it has been obfuscated (I assume, since xxxyxzzzzy, xxxxyzzzyyx, etc aren't natural variable name choices...) so you'll need to do a bit of digging through and search-and-replacing to get something you can work with. But it can be done.

    For example, we have built a variant of the standard shader that then uses glam glitter's glitter term over the top. This allows us to have a glitter shader which sits in regular scenes with skybox ambient and soft lighting correctly - the shaders in the package look awesome in isolation but when mixing them in with other objects using the standard shader it can be very tricky to balance the scene lighting right across a PBR shader and a by-design-totally-not-PBR shader. Note that in different projects we've done this several times using different glitter terms (specifically, taken from Blackfire Studios' winter shaders, Uber Standard Ultra, and Glam Glitter). Glam Glitter is the least-PBR and most-glittery of them. If your customers like "oooh, shiny", use this one :)

    Building your own transparent variant should be quite a bit easier than that was if you know hlsl. But if you're not already comfortable with HLSL, this is not the set of shaders to learn on...
     
    Last edited: May 1, 2018
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  22. hopeful

    hopeful

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    Good to know that though we get the source code it has been obfuscated.
     
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  23. Nubbinss

    Nubbinss

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    Was super excited to use this shader as I'm making a jessica rabbit model but then i saw it was off the unity store i panicked. Glad it should be on the store again soon.
     
  24. fmarkus

    fmarkus

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    The shader is not for sale...
     
  25. ferretnt

    ferretnt

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    Sorry, you're right. You can't buy it at all currently. My post was based on my previously paid-for copy, which you can still download if you're a previous purchaser (although the assetstore UI makes that more difficult than you might think, but that's not a comment specific to this asset.)
     
  26. Spaventacorvi

    Spaventacorvi

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    After almost three months they told me that maybe there is a problem with the loaded package.
    I reloaded the asset hoping to resolve within a few days.

    After tens of messages they could have checked it better without making me wait so long.

    I will update you when it will be on the asset store again.
     
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  27. Spaventacorvi

    Spaventacorvi

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  28. Pigsqueal

    Pigsqueal

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    thanks alot for selling there in the mean time. so I can make some cool card effects and have questionable design choices. thanks for that. hope you can solve your store problem shortly
     
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  29. fmarkus

    fmarkus

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    Hello!
    I just bought it! Thanks for doing this.
    2 things... I actually bought it for mobile... Are the shaders still usable?
    Also, I get multiple errors like this: Shader error in 'Spaventacorvi/Palette Cycling/Palette Cycling E - Specular Textured step': invalid subscript 'boxMax' at line 111 (on glcore)

    I'm on Unity 2017.1.0 f3
     
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  30. fmarkus

    fmarkus

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    Hello, I solved the errors, graphic emulation was not GL, now it works. How about using the shaders for mobile?
     
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  31. fmarkus

    fmarkus

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    Just testing now (On my Mac). They look fantastic :)
     
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  32. Spaventacorvi

    Spaventacorvi

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    Thank you for your purchase and I hope the shaders will be useful for your projects.


    The mobile version was in the first version released in 2014.
    With the new shader system the compilation is already optimized for mobile.
    The only real limit is the maximum number of textures that can be managed by old smartphones/tablets.
    Now the new mobile devices have improved a lot so I do not think it is still necessary to make a specific version.
    However I will do some new tests for the new asset that I will release around September.


    I'm glad you like it, thank you very much.
     
  33. fmarkus

    fmarkus

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    Hello,

    I have been playing with them for a bit now, and as mentioned before, the shaders do not work on cut outs (Meshes used like sprites, Alpha/transparency).
    Does anyone have a work around to allow this?
    Thank you!
     
  34. Spaventacorvi

    Spaventacorvi

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    I do not know if it works

     
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  35. hopeful

    hopeful

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  36. Spaventacorvi

    Spaventacorvi

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    Yes, finally!
     
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  37. wetcircuit

    wetcircuit

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    I guess selling it somewhere else did the trick? :p
     
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  38. fmarkus

    fmarkus

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    Hello!

    I haven't tried masking yet as it needs a copy of the same sprite to act as a mask.

    f.
     
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  39. Pigsqueal

    Pigsqueal

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    ok I cant review on the asset store as I have bought them from itch.io
    I still feel like saying a few words. like they are lacking a cutout mode or whenever there is no real time lightning its just grey. Besides that its the most beautiful and realistic looking card effects pack i have ever seen. Not a single yugioh or pokemon card game could get those effects. Thanks so much for them. I have been looking for ages for such effects.
     
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  40. fmarkus

    fmarkus

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    Really need the cutout mode indeed.
     
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  41. Unib0t

    Unib0t

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    Do I understand correctly, these shaders won't work properly with standard Unity Sprites due to not supporting alpha?

    If so that is disappointing to hear, as I've been waiting for this package to return to the Asset Store and was just about to purchase. I really need these types of effects for my project, and haven't found a good substitute elsewhere.

    Has anyone found a workaround for using the shaders with Sprites?
     
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  42. fmarkus

    fmarkus

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    Not yet and yes it is a big problem

    f.
     
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  43. Spaventacorvi

    Spaventacorvi

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    What version of Unity do you use guys?
    I'm thinking to make the shaders compatible with the new SRP system of Unity 2018+.
    But in this way they will no longer be usable with older versions of Unity.

    What do you think?
    Let me know.


    P.S.
    I could leave the old version in a zipped file for legacy.

    .
     
  44. atomicjoe

    atomicjoe

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    Actually, you should support both 2018 and 2017.4, as the first is the fancier version and the later is the Long Term Support version. Both versions are now officially supported by Unity, for good reasons.
    New users will use 2018, but people who are already into a project (or have compatibility issues with other libraries like Amplify Textures) like myself will still be running 2017.4, as it will not break our projects.
    You can assume the people using 2017.4 will be more advanced users, so including the 2017.4 version into an UnityPackage inside a specific folder is the way to go. Using a UnityPackage instead of a Zip makes it easier to replace things inside your asset folder automatically and is easier for the customer, since every script and shader will automatically be placed in the right places, replacing the incompatible assets.
    Of course, this is just a suggestion. :b
    I bought your shaders months ago by the way.
     
    Last edited: Jun 22, 2018
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  45. ferretnt

    ferretnt

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    The SRP is not ready for commercial use yet. All our revenue generating products are on 2017.4, and we don't actually believe the SRP will be our shipping base for code until 2019.4.

    Note that not everybody using 2018 is using the SRP. Indeed, I suspect only a tiny (but vocal) subset of users are using the SRP. In my opinion there is no reason to use 2018 for what is fundamentally a rendering asset unless you're targeting the SRP.
     
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  46. hopeful

    hopeful

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    Well, there are reasons to move to 2018, but the standard shader is still the main shader system in 2018. The lightweight rendering system is supposed to be finished first this year, and the HD version is slated for full release at the very end of 2018, so it's really more like a 2019 product.
     
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  47. acp_superfly

    acp_superfly

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    Is there a way to get an older version so I can use it with v5.6.3p1?
     
  48. Spaventacorvi

    Spaventacorvi

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    Hi.
    The shaders are compatible from version 5.3.
    I had to publish the package with Unity 2018 for compatibility issues with the asset store.
    The fastest way to use the shaders is to open the package with Unity 2018.1+ and copy the Glam Glitter Shaders folder to your project's asset folder.
     
  49. rizawerx

    rizawerx

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    Hi,
    Can I use this shader for particles? I want to create confetti fx using particles. Thanks
     
  50. Wip3ou7

    Wip3ou7

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    Hello! I purchased your asset thanks to your recent update to make it compatible with unity 5.3+. I'm using Unity 5.4.6f3 with "Glam Glitter E - Specular" material. Everything seems to work except for the Reflection Cubemap Blur parameter. Any chance you could look into that? Thank you!
     
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